I am part of the Wii homebrew community and have intermediate experience with Python and C++. As my first big project, I’m considering porting UPBGE’s standalone player so that I can develop games on my PC and then play them on my Wii, and potentially release this to the public.
With that in mind I have several questions concerning the standalone player, so that I know what to expect.
- Where in the source code is the standalone in UPBGE? Is a specific set of source files needed to compile the executable and its libraries or does the entire source get recompiled into *.EXE form with some arguments switched on? do I also need to write a separate plugin for this, like the current standalone publishing tools do, or is that not necessary?
- What are all of its dependencies? The only ones I know of are OpenGL 3.2 and Bullet (which I’ve read is a custom version 2.88). Is the rest of the code aside from the parts that use these self-contained (or use standard language libraries), or are there other different libraries UPBGE is built off of that need to be ported as well? I ask this because I want to change as little of the game engine’s source code as possible so that if something goes bad I know where it is.
- Is there documentation that lists every feature of UPBGE (i.e. visual effects, physics simulations), so that I know which features to keep and which to cut? The Wii has a relatively weaker GPU compared to other consoles of its generation, so deleting the code that won’t work anyway will decrease file size and improve performance.
- I doubt that Nintendo would come after this (if/when this port come to fruition) since the Wii is a more-or-less dead console, but for the sake of safety, would the release of a completed engine to the public constitute legal concerns I should be worried about?
Thanks for any input, and if there’s anything else I need to know, please tell me.
-Jako